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<blockquote data-quote="Rystil Arden" data-source="post: 3813396" data-attributes="member: 29014"><p>Yep, plus the 3.5 spells are online for free at d20srd. Thanks so much HoV for that list!--I think it shows that this is a huge limit vis-a-vis Variable without that limit.</p><p></p><p>@rgordona--Add to the SRD availability the most important point, which is that unless the GM is hyper-paranoid it really doesn't matter if the GM knows the entire list of D&D spells. rgordona, the reason why earlier I said that you are sometimes like LS's Simon Cowell is that your decisions always seem to be based on the assumption that players, given the opportunity to not be under total and absolute control, are going to mug you or something. In a Supers game, it is crucial to give the players leeway and trust them. It isn't like D&D where the GM generally needs to keep a hard control of all the rules (in the M&M book, it specifically says that it's crucial to learn when to say yes). I've noticed that in Daylight Robbery--it would be a great quality to have for a D&D GM, but it may actually be working slightly cross-purpose for you in M&M. There are tons of times where it doesn't matter if the GM knows exactly what the player's doing is as long as the player does--what about acharacter who channeled mythic archetypes but was limited to only Aztec gods, and the GM doesn't know the Aztec gods? A character with super-science skills in an area where the player is actually a real-world science expert and the GM isn't. A character who was possessed by minor characters from Shakespeare plays and the GM doesn't know Shakespeare well. Etc, etc.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3813396, member: 29014"] Yep, plus the 3.5 spells are online for free at d20srd. Thanks so much HoV for that list!--I think it shows that this is a huge limit vis-a-vis Variable without that limit. @rgordona--Add to the SRD availability the most important point, which is that unless the GM is hyper-paranoid it really doesn't matter if the GM knows the entire list of D&D spells. rgordona, the reason why earlier I said that you are sometimes like LS's Simon Cowell is that your decisions always seem to be based on the assumption that players, given the opportunity to not be under total and absolute control, are going to mug you or something. In a Supers game, it is crucial to give the players leeway and trust them. It isn't like D&D where the GM generally needs to keep a hard control of all the rules (in the M&M book, it specifically says that it's crucial to learn when to say yes). I've noticed that in Daylight Robbery--it would be a great quality to have for a D&D GM, but it may actually be working slightly cross-purpose for you in M&M. There are tons of times where it doesn't matter if the GM knows exactly what the player's doing is as long as the player does--what about acharacter who channeled mythic archetypes but was limited to only Aztec gods, and the GM doesn't know the Aztec gods? A character with super-science skills in an area where the player is actually a real-world science expert and the GM isn't. A character who was possessed by minor characters from Shakespeare plays and the GM doesn't know Shakespeare well. Etc, etc. [/QUOTE]
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